mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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362 lines
10 KiB
C++
362 lines
10 KiB
C++
#pragma once
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#include "Entity.h"
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#include "MovementAIComponent.h"
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#include "Component.h"
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#include "Preconditions.h"
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enum class PetAbilityType
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{
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Invalid,
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GoToObject,
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JumpOnObject,
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DigAtPosition
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};
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/**
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* Represents an entity that is a pet. This pet can be tamed and consequently follows the tamer around, allowing it
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* to dig for treasure and activate pet bouncers.
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*/
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class PetComponent : public Component
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{
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_PET;
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explicit PetComponent(Entity* parentEntity, uint32_t componentId);
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~PetComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void Update(float deltaTime) override;
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/**
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* Handles an OnUse event from another entity, initializing the pet taming minigame if this pet is untamed.
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* @param originator the entity that triggered the event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Attempts to complete the pet minigame by passing a list of bricks to build the minigame model.
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* @param bricks the bricks to try to complete the minigame with
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* @param clientFailed unused
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*/
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void TryBuild(uint32_t numBricks, bool clientFailed);
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/**
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* Handles a notification from the client regarding the completion of the pet minigame, adding the pet to their
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* inventory.
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* @param position the position to spawn the completed model at
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*/
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void NotifyTamingBuildSuccess(NiPoint3 position);
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/**
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* Handles the notification of the client to set the name of the pet (indicating that minigame was completed
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* successfully).
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* @param name the name of the pet to set
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*/
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void RequestSetPetName(std::u16string name);
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/**
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* Handles a notification of the client that the taming entity is leaving the minigame, either voluntary or because
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* time ran out.
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* @param voluntaryExit whether the client voluntarily exited the minigame
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*/
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void ClientExitTamingMinigame(bool voluntaryExit);
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/**
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* Starts the internal timer for the build limit for building the minigame model
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*/
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void StartTimer();
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/**
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* Notifies the client that they failed the minigame because time ran out
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*/
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void ClientFailTamingMinigame();
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/**
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* Makes the pet wander around
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*/
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void Wander();
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/**
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* Spawns a pet from an item in the inventory of an owner
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* @param item the item to create the pet from
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* @param registerPet notifies the client that the pet was spawned, not necessary if this pet is being tamed
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*/
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void Activate(Item* item, bool registerPet = true, bool fromTaming = false);
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/**
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* Despawns the pet
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*/
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void Deactivate();
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/**
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* Removes the pet from the inventory
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*/
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void Release();
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/**
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* Commands the pet to do an action, actions are still a relative mystery, next to playing emotes
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* @param position a position to execute the command at, currently unused
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* @param source the source object that triggered the command
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* @param commandType the type of the command (see function body for types)
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* @param typeId extra information about the command, e.g. the emote to play
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* @param overrideObey unused
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*/
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void Command(NiPoint3 position, LWOOBJID source, int32_t commandType, int32_t typeId, bool overrideObey);
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/**
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* Returns the ID of the owner of this pet (if any)
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* @return the ID of the owner of this pet
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*/
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LWOOBJID GetOwnerId() const;
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/**
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* Returns the entity that owns this pet (if any)
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* @return the entity that owns this pet
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*/
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Entity* GetOwner() const;
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/**
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* Returns the ID that is stored in the database with regards to this pet, only set for pets that are tamed
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* @return the ID that is stored in the database with regards to this pet
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*/
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LWOOBJID GetDatabaseId() const;
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/**
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* Returns the ID of the object that the pet is currently interacting with, could be a treasure chest or a switch
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* @return the ID of the object that the pet is currently interacting with
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*/
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LWOOBJID GetInteraction() const;
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/**
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* Sets the ID that the pet is interacting with
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* @param value the ID that the pet is interacting with
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*/
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void SetInteraction(LWOOBJID value);
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/**
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* Returns the ID that this pet was spawned from, only set for tamed pets
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* @return the ID that this pet was spawned from
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*/
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LWOOBJID GetItemId() const;
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/**
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* Returns the status of this pet, e.g. tamable or tamed. The values here are still a bit of mystery and likely a
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* bit map
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* @return the status of this pet
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*/
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uint32_t GetStatus() const;
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/**
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* Sets the current status of the pet
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* @param value the current status of the pet to set
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*/
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void SetStatus(uint32_t value);
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/**
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* Returns an ability the pet may perform, currently unused
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* @return an ability the pet may perform
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*/
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PetAbilityType GetAbility() const;
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/**
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* Sets the ability of the pet, currently unused
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* @param value the ability to set
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*/
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void SetAbility(PetAbilityType value);
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/**
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* Sets preconditions for the pet that need to be met before it can be tamed
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* @param conditions the preconditions to set
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*/
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void SetPreconditions(std::string& conditions);
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/**
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* Returns the entity that this component belongs to
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* @return the entity that this component belongs to
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*/
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Entity* GetParentEntity() const;
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/**
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* Sets the name of the pet to be moderated
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* @param petName the name of the pet to set
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*/
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void SetPetNameForModeration(const std::string& petName);
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/**
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* Loads the pet name up for moderation along with the moderation status from the database and sets them for this
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* pet.
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*/
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void LoadPetNameFromModeration();
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/**
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* Returns the component of the pet some entity is currently taming (if any)
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* @param tamer the entity that's currently taming
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* @return the pet component of the entity that's being tamed
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*/
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static PetComponent* GetTamingPet(LWOOBJID tamer);
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/**
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* Returns the pet that's currently spawned for some entity (if any)
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* @param owner the owner of the pet that's spawned
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* @return the pet component of the entity that was spawned by the owner
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*/
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static PetComponent* GetActivePet(LWOOBJID owner);
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/**
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* Adds the timer to the owner of this pet to drain imagination at the rate
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* specified by the parameter imaginationDrainRate
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*
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* @param item The item that represents this pet in the inventory.
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*/
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void AddDrainImaginationTimer(Item* item, bool fromTaming = false);
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private:
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/**
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* Information for the minigame to be completed
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*/
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struct PetPuzzleData
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{
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/**
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* The LOT of the object that is to be created
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*/
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LOT puzzleModelLot;
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/**
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* That file that contains the bricks required to build the model
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*/
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std::string buildFile;
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/**
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* The time limit to complete the build
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*/
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int32_t timeLimit;
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/**
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* The imagination cost for the tamer to start the minigame
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*/
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int32_t imaginationCost;
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/**
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* The number of pieces required to complete the minigame
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*/
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int32_t numValidPieces;
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};
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/**
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* Cache of all the pets that are currently spawned, indexed by tamer
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*/
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static std::unordered_map<LWOOBJID, LWOOBJID> activePets;
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/**
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* Cache of all the pets that are currently being tamed, indexed by tamer
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*/
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static std::unordered_map<LWOOBJID, LWOOBJID> currentActivities;
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/**
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* Cache of all the minigames and their information from the database
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*/
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static std::unordered_map<LOT, PetComponent::PetPuzzleData> buildCache;
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/**
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* Flags that indicate that a player has tamed a pet, indexed by the LOT of the pet
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*/
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static std::map<LOT, uint32_t> petFlags;
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/**
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* The ID of the component in the pet component table
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*/
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uint32_t m_ComponentId;
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/**
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* The ID of the model that was built to complete the taming minigame for this pet
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*/
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LWOOBJID m_ModelId;
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/**
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* The ID of the object that the pet is currently interacting with (e.g. a treasure chest or switch)
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*/
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LWOOBJID m_Interaction;
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/**
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* The ID of the entity that owns this pet
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*/
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LWOOBJID m_Owner;
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/**
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* The ID of the entity that is currently taming this pet
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*/
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LWOOBJID m_Tamer;
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/**
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* The ID under which this pet is stored in the database (if it's tamed)
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*/
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LWOOBJID m_DatabaseId;
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/**
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* The ID of the item from which this pet was created
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*/
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LWOOBJID m_ItemId;
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/**
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* The moderation status for the name of this pet
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*/
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uint32_t m_ModerationStatus;
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/**
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* The name of this pet
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*/
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std::string m_Name;
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/**
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* The name of the owner of this pet
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*/
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std::string m_OwnerName;
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/**
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* The current state of the pet (e.g. tamable, tamed, etc).
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*/
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uint32_t m_Status;
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/**
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* A currently active ability, mostly unused
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*/
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PetAbilityType m_Ability;
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/**
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* The time an entity has left to complete the minigame
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*/
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float m_Timer;
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/**
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* A timer that tracks how long a tamed pet has been to far away from its owner, triggering a teleport after timeout
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*/
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float m_TimerAway;
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/**
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* Timer that tracks how long a pet has been digging up some treasure, required to spawn the treasure contents
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* on time
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*/
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float m_TresureTime;
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/**
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* The position that this pet was spawned at
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*/
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NiPoint3 m_StartPosition;
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/**
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* The movement AI component that is related to this pet, required to move it around
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*/
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MovementAIComponent* m_MovementAI;
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/**
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* Preconditions that need to be met before an entity can tame this pet
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*/
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PreconditionExpression* m_Preconditions;
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/**
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* The rate at which imagination is drained from the user for having the pet out.
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*/
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float imaginationDrainRate;
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}; |